Tuesday, February 3, 2026

ASC Review:Shrine of Kaliandra

The Shrine of Kaliandra (Grutzi)
AD&D adventure for four to six PCs of levels 4th-6th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


Well, well, well...I was wondering when we were going to see this entry. #28 on the list.

I've now had the chance to read/review a couple of Grutzi's adventures, and he does seem to have a particular style. Repeating themes appear to be: nefarious halfling con-men, some sort of money-making scheme involving infernal forces, and an inevitable comeuppance that leads to disaster right before the PCs enter the scene. Other stylistic repeats include third parties that also happen upon the place as well as an incurable inability to self-edit his burning need to cram as much as possible into the space allowed by the contest terms.

At least he kept in to 23 keyed locations. Likes to play close-to-the-edge.

He ALSO likes to play iffy with his level range. We'll get to that in a second.

This is a great concept for an adventure: yet another shrine that can be plopped down in any old hex that has something going on...in this case a hostile takeover by a demonic entity that has turned the whole place into a siege state with survivors locked in one section, monsters staking out another section (with occasional rovers), and one greedy-as-hell, just-can't-quite-when-he's-behind illusionist running around invisible with the idea of looting his erstwhile partner's vault before heading to the hills. That's fun, workable stuff.

And, yes, while it is nearly two dozen locations, and I have repeatedly said I feel that's TOO MANY for the scope of the contest, here it's...fine? It doesn't feel like all that many, because each batch of 4 or 6 or 9 or 3 encounter areas is its own section with its own "mini-theme" and everything tightly knit together. That's great stuff.

Now for the technical issues.

There's simply too much treasure for the given level range. Something this size, you're looking at 69-70K or thereabouts. Grutzi has included more than 130K in treasure. And that's including a damn spellbook which (if we're going with non-UA rules) should have ZERO value, not 6,000. Of course, if we DID use UA rules the spellbook in question would be valued at 40,000 (and probably has too many spells even to fit in a standard spellbook to boot).

Then there's the sword. No, sir, not good enough that we're including a +5 holy avenger in a side adventure designed for 4th-6th level characters (the party paladin might not even have his magic warhorse yet!)...no, we have to make this an UPGRADED avenger, worth 30K in sale value and featuring extra magic powers. Sure it points out that it has only two (2) added powers but one of these is:
b) When wielded by a paladin, it suppresses any demons' abilities of Teleport, Gate, Darkness and all spell-like abilities within 30 feet.
Um.

No.

And here's the main gripe: for all the 23 encounter areas (24 if you include the courtyard...still in the contest parameters though!) the total amount of danger is fairly limited. Sure, there is a major demon of unique design (I have no issue with the way the author's statted the thing, save that it should include a MAGIC RESISTANCE RATING as ALL TRUE DEMONS POSSESS)...but that guy only becomes dangerous if released (by removing the holy avenger from its paralyzed chest). The other baddies?
  • Four "pseudodemons" hiding in a shrine hall (AC 4, HD 4, two claw attacks for 1d8 damage, and no special abilities/defenses).
  • Another "pseudodemon" watching from a guard post.
  • Two more "pseudodemons" that might be encountered as a wandering monster.
  • The mutated halfling "Boss" pseudodemon...about on par with a boosted owlbear but including a 1 hp/round regeneration kicker.
Meanwhile, the PCs still have a host of potential allies in the form of the barricaded survivors, including an F3 and his five F2 body guards, six 1st level monks (and another who can be rescued), plus the 6th level illusionist running around who'd be happy to help for the right price.

Hell, the players can even find a book explaining exactly how to permanently destroy the greater demon without pulling the sword from its chest, thus allowing them walk away with a campaign-wrecking artifact weapon, scot-free!

*sigh*

This is playable D&D, but it gives far too much reward for far too little risk. Grutzi REALLY likes to find ways to help players succeed and survive his adventures. He's a really nice guy that way. I'm not. Three stars (***) is all this one gets, but if you adjust the treasure and danger dials, this one could be a real banger.

4 comments:

  1. Thanks for the review my friend.

    Quote: " ...an incurable inability to self-edit his burning need to cram as much as possible into the space..."

    Spot on ;)
    Though in my defense I actually cut out/decidd not to include some stuff I had in mind for the site.

    Magic Resistance:
    Well damn i just clean forgot that. Thanks for the reminder :)

    Spellbook value:
    UA Values are insane, but having no value at all seems also wrong for me... so I kinda fudged it by giving the spellbook a 1000gp for every spell level in it (not every spell of a level, just the level). The spellbook has 1st to 3rd level spells so 1+2+3 = 6 --> 6000gp
    The number of spells should add up to exactly 24 (12 x 1st, 8 x 2nd, 4 x 3rd) which is the number that UA states a normal spellbook can hold for these levels.

    The sword:
    Yeah... I just couldn't resist. Falling in loe with the site to much maybe :P
    In my defense I haven't had a years long campaign that goes to high-level ...yet. So I tend to include campaign shattering stuff in my adventures a bit too much.... maybe.

    Treasure and Danger:
    This is a hard one for me to gauge because of missing experience in longform play (see above). I kinda had the feeling that the monsters were too easy... gotta listen to my gut more.
    For the treasure I had a goal of roughly 85000 gp to include... and then it got away from me. The sword, some stuff here and there... I included a ring of prot +3 for the illusionist...

    The whole thing was written in basically two big bursts over two days, with some smaller rewritting inbetween, from the 26th to the 31st.
    Gotta start sooner so I have more time to revise...

    Question to you:
    How would you adjust treasure and danger dials?
    More pseudodemons, less treasure. make it for highe levels (for the treasure) and then beef up the monsters?



    ReplyDelete
    Replies
    1. Hmm. Hmmmm.

      I think the level range is pretty good for the scenario at hand. The "pseudodemons" give me a bit of an old school "genestealer" vibe, and I'd like to see a few more popping up here-and-there...one in the stables, a couple in the shrine and/or following the Claw, etc. Maybe one sneaking around on the roof trying to get at the knights (or hiding in the chimney). I'd be shooting for at least 8-9 hostile encounter areas.

      I'd like to see the survivors a little more paranoid, armed with crossbows and itchy trigger fingers. The PCs shouldn't just be able to have ready recruits on tap...they need to win the trust of guys who've just seen their buddies "demon-ize." They should be on edge and looking to lash out at the slightest suspicious tic or twitch.

      Treasure needs to be cut in HALF. Reduce by 50% any loot with monetary value. I don't think you need Thorman's spellbook to have ANY value...it's a nice bit for an illusionist PC to find (it's actually a HUGE number of spells for a 6th level illusionist) and it can be held by PCs as a bargaining chip for NPCs down the road.

      I probably would not use a Holy Avenger at all in this adventure. How about a 'sword +1/+3 vs. regenerating creatures?' A bit more thematic and appropriate for PCs this level (they're just about the level when trolls start showing up). Make it intelligent if you want to give it a "boost."

      I don't think there should be written instructions for killing the demon...certainly nothing so easy as "cut-sprinkle-burn" procedure outlined here...otherwise, one would thing the invisible Thorman would already be gathering holy water and flasks of oil (I'm sure he'd remember the ripcord from his own notes?). Remember also that demons are pretty fire resistance compared to mundane critters.

      Yeah. That's about it. Maybe sell down the prot ring to +1 or +2 (max). I think that might be enough adjustment.

      Delete
  2. Definitely listen to JB, but I too like putting in the occasional overpowered magic item in lower-level adventures--usually because that's what I've rolled up. I don't think a Holy Avenger is "campaign shattering", especially if there is no paladin in the party.

    That said, you could really customized the holy sword instead of basing in on the Holy Avenger. The DMG entry is pretty clear that the +5 Holy Avenger is only one holy sword. What about:

    Schattenbann, longsword +1, +3 vs. chaotic evil creatures
    If wielded by a paladin, Schattenbann can impale a demon, rendering it immobile and causing it to loses all of its spell-like abilities. This requires an unmodified to-hit roll of 17 or higher and a failed magic resistance roll.

    ReplyDelete
    Replies
    1. A Holy Avenger by itself isn't "campaign shattering;" on the other hand, a Holy Avenger that "suppresses any demons' abilities of Teleport, Gate, Darkness and all spell-like abilities within 30 feet" will transform one-half of the high level antagonists in a game into nothing more than hit point sacks.

      This is VERY BAD for the long-term health of your campaign. Demons, devils, and dragons exist in part to provide challenges for players at ALL LEVELS of game play while also keeping sufficient VARIETY in the game.

      Delete